Medieval II: Total War

Discuții axate pe jocurile de tactică și strategie.
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Vlad Dracul
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Medieval II: Total War

Post by Vlad Dracul »

Pentru că-n anu’ ăsta se împlinesc exact două decenii de la lansarea jocului (aniversarea-i în noiembrie, da’ io am zis să iau hora-nainte, ca oltenii :mrgreen: ) și am observat cu surprindere că nu există un topic pe forum despre Medieval II Total War (da, știu că numele oficial e invers, da’ sună ca dracu’, e mai bine M2TW imo), am luat o anumită decizie ale cărei consecințe se vor vedea aci, pe parcursul anului.

Adică dacă tot e vorba de ”După 20 de ani”, mă voi transforma într-un fel de Alexandre Dumas și voi continua uraganul de vorbe cu a cărui dezlănțuire v-am obișnuit în postările despre SnowRunner (sau Formulă), făcând ceva schimbări ce-i drept pentru că deh, Evu’ Mediu, da’ nu extrem de multe, conform principiului ”Lupu-și schimbă păru’, da’ năravu’ ba”.
Așa că voi fi lupu’ vostru medieval (The Howling Wolf of Transylvania :lol: ) p-ici-șa, în majoritatea timpului unul mai leneșache care doar se autocitează și-și copy+paste-uiește scrierile mai vechi publicate de-a lungul timpului și de-a latul internetului, dar chiar și-așa, anumite vorbe trebuie spuse ca să rămână și aci, nici măcar nu contează în care dintre limbile Pământului.

Medieval II Total War e în fruntea listei mele de pe Steam în privința orelor jucate, am peste 3.000 acolo și tare mi-e teamă că acea cantitate deja uriașă nu reprezintă decât jumătate de adevăr, cre’ că mai am încă pe-atâtea petrecute cu varianta de pe discuri a jocului.
Deși m-am apucat târziu de el, prin noiembrie 2012 la 6 ani de la lansare (o cam am pe asta, să nu mă înghesui să încerc jocuri noi, pentru că din păcate sunt puse pe piață incomplet finisate, pline de bug-uri și tot felul de erori extrem de enervante, ori eu joc ca să mă distrez și relaxez, chiar dacă iau de multe ori foarte în serios ce fac prin lumea virtuală) și nu m-a încântat mai deloc la început (deh, când standardul de excelență se numește Heroes of Might and Magic III e greu ca oricare alt TBS să se afirme), dar pe măsură ce-i descifram tainele a început să mă captiveze din ce în ce mai mult, și-am ajuns la vorba aia cu ”Pofta vine mâncând”. Și-am mâncat pe săturate, ca un refugiat somalez într-o țară bogată din Vest.

TD;DR: L-am jucat în draci. Insist să povestesc.

:lol:

În această ”mutare de deschidere” am să mă limitez (vorba vine, io-s Unlimited când e vorba de zis chestii, n-am măsură) la a enumera părțile bune și rele ale Medievalului, în opinia mea.

Încep cu lucrurile bune, evident că punctul de atracție pentru mine a fost că se referă la istoria medievală, iar eu fiind un mare iubitor de strategie medievală... the rest is history.

Bătăliile.
Cum în SnowRunner grafica e punctul forte al jocului, în Medieval bătăliile sunt Dumniezo pi Pamânt, absolut magnifice, cele mai bune bătălii pe care le-am întâlnit vreodată într-un joc pe computer. Factorul de realism și imersiune e și el mare, în afară de câteva bug-uri și ceva probleme cu pathfinding-ul unităților, n-am nimic de reproșat. Iar pomenitele erori sunt mai degrabă minore, nu reprezintă vreun deal-breaker.

Faptul că pot să joc cu Cavalerii mei Teutoni, atât în varianta vanilla (ca unități speciale ale Sfântului Imperiu Roman de Națiune Germană), cât și în expansiunea Kingdoms.
Și că în sfârșit există un joc în care să fie reprezentați corect, ca unități de cavalerie, nu o infanterie care de-abia se târăște pe hartă, cum apar prin alte jocuri contrazicând în mod imbecil atât adevărul istoric cât și însăși definiția unui cavaler.

Discursurile pe care comandantul armatei tale le ține înainte de bătălie.
Maaaaan, I’m gonna miss those things dearly, dezaxații ăștia de woke-iști n-o să îndrăznească în vecii-vecilor să facă așa ceva în Medieval III, deși era o idee ce trebuia dezvoltată în continuare și dusă pe noi culmi.
Absolut savuroase, deloc politically-correct but completely historical accurate.
Surprind perfect spiritul epocii respective, pe vremea când bărbații erau bărbați, nu curcubei pizdificați.

Echilibrul din faza inițială a jocului.
Deși AI-ul trișează cu nerușinare, totuși la început ai o șansă reală ca, în funcție de cunoștințele de strategie deținute și priceperea în a conduce o oaste, să obții niște victorii eroice (în anumite circumstanţe poţi câştiga o bătălie în care eşti depăşit numeric şi valoric chiar de 4 ori) și să-ți salvezi cetățile asediate.

E foarte fain că ai opțiunea de a continua o campanie chiar și după ce îndeplinești condițiile necesare pentru victorie, la fel și-n cazul în care le ratezi, adică poți juca nu neapărat la nesfârșit, dar pe-aproape, adică până când elimini toate celelalte facțiuni din joc sau îți pierzi toate teritoriile.

Prezența provinciilor rebele.
Asta înseamnă că te poți extinde fără a fi în război cu alte facțiuni. La fel de adevărat că dacă cucerești anumite provincii, acele facțiuni care le-ar fi dorit pentru ele încep să te dușmănească pe ascuns și-ți vor declara război, mai devreme sau mai târziu. Indiferent dacă-s aliați cu tine și dacă relațiile între statele voastre sunt (teoretic) bune.

Faptul că HRE (The Holy Roman Empire, Imperiul pomenit mai sus) are culoarea neagră pe hartă, arată într-un mare fel și se și potrivește perfect.
Evident că-i facțiunea mea favorită din vanilla.

Ai posibilitatea de a ”șlefui” prinții și generalii, dându-le ocazia de a dobândi unele ”atribute” (traits) prin acționarea anumitor mecanici ale jocului ca de exemplu construcția anumitor clădiri sau setarea nivelului taxelor în timp ce ei sunt guvernanți acolo, trimiterea lor în cruciade sau jihaduri, atacarea armatelor inamice doar dacă ai superioritate sau inferioritate numerică etc.

Existența unor ”games inside the game”, precum ‘războaiele’ dintre negustori, controlul asupra Colegiului Cardinalilor și manipularea alegerilor papale (dacă ești catolic, evident), alianțele prin căsătorie, la fel ca și păstrarea purității sângelui regal.
Lucrurile astea conferă Medievalului o foarte plăcută profunzime.

Poți unelti ca un oraș al altei facțiuni să se răscoale și să devină rebel, dacă infiltrezi o grămadă de spioni acolo și sabotezi cu asasini clădirile care fac populația locală fericită.

Până și faptul că în loc ca doar să apeși pe un buton și să apară un meniu diplomatic, trebuie să-l trimiți pe respectivul diplomat pe tărâmuri străine să negocieze cu celelalte facțiuni, asta dând o însemnată tușă realistă jocului. Bineînțeles că nu-mi convine că durează o veșnicie până când omul meu străbate distanța dintre Cairo și Edinburgh sau dintre Cordoba și Novgorod dar... chiar așa se petreceau lucrurile în realitate în vremurile alea – călătorii lungi prin ținuturi primejdioase pentru a îndeplini sarcina trasată.

Posibilitatea construirii forturilor, chestia asta poate fi folosită strategic pentru a bloca anumite trecători din munți, a întârzia înaintarea inamicului și a-i distrage atenția de la ținta reală.

Trebuie să pomenesc și muzica din timpul bătăliilor, foarte atmosferică.


Trecând la lucrurile rele, astea din păcate nu-s deloc puține. Mi-aș fi dorit fierbinte să fie altfel, dar...

Harta prea mică, cu prea puține provincii și prea puține facțiuni.
Knights of Honor (alt joc de strategie medievală, dar RTS) care apăruse cu 2 ani mai devreme ca M2TW avea parcă vreo 170 de provincii și vreo 40 de facțiuni, dacă nu mă înșel.
E adevărat că au încercat cei de la Creative Assembly să mai dreagă lucrurile prin lansarea unei expansiuni în anul imediat următor, dar totuși, too little, too late.
Personal îmi doream să joc cu Ordinul Teuton pe întreaga hartă a Europei, nu doar în jurul Mării Baltice.

O bună parte din nord-vestul Europei lipsește, de exemplu Islanda și cea mai mare parte a Scandinaviei, iar asta-i o mare nedreptate făcută vikingilor, cei care au descoperit America cu vreo juma’ de veac înaintea lui Columb.
Iar dacă există Danemarca, la fel ar trebui să existe și Norvegia, cel puțin.

Americile-s poziționate greșit. Da, înțeleg de ce, dar totuși puteau găsi un alt artificiu prin care să le așeze la locul lor.

Aliații jucătorului care-și declară război doar la șto, ca să-i scufunde reputația gușterului uman. Semnează pace curând dup-aia.
Oricum, facțiunile AI-ului nu se prea războiesc serios între ele, chiar dacă dpdv militar au potenţa de a cuceri vreun teritoriu sau a distruge vreo armată, n-o fac. În primele 100 de ture nicio facţiune nu e distrusă (rarele excepţii fiind scoţienii sau turcii – în situaţii speciale) în afara celor eliminate de jucătorul uman.
Iar asta-i de-a dreptul de absolut tot căcatul, parcă era Total War, nu? Sau e ”All vs. the Human Player”?

Ca regulă generală, AI-ul se comportă de parcă unicul său scop ar fi să-ţi distrugă plăcerea de a juca, nu să obțină vreun succes decisiv.

Agenții AI-ului care aterizează în capul alor tăi, obligându-i să se mute de pe ”pătrățelul” ocupat și pierzându-și astfel ”ghidajul” către destinație. Dacă nu ești atent și nu-i redirecționezi când îți vine rândul la mutare, rămân acolo până mor de bătrânețe. Și prostie.

Pe câmpul de bătălie ai câteodată senzația că unitățile AI-ului se mișcă nejustificat mai repede decât ale tale, arcașii lor sunt mai iuți de picior decât arcașii tăi, speamen-ii lor mai rapizi decât ai tăi etc. cavaleria mea de-abia poate prinde din urmă niște țărani hămesiți care fug de mama focului din fața măcelului, iar așa ceva e chiar absurd.

Diplomația care-i programată în mod pervers, întotdeauna există o șansă ca unul dintre aliații tăi să te atace din senin, fără motiv și fără vreun avertisment (deși există posibilitatea de a-ți da un fel de ultimatum), iar chestia asta poate transforma jocul într-un Total Nightmare pentru jucătorii nou-veniți.

Modul în care AI-ul trișează cu maximă nerușinare, scoțând armate din cur deși-i complet falit (adică nu poate plăti nici măcar un singur florin pentru recrutare și solda militarilor, că n-are de unde) iar tu ești la porțile ultimului său castel/oraș.

Același AI care joacă fără ”Fog of war”, poate vedea fiecare mișcare pe care o faci.

Felul în care spionii și asasinii eșuează mizerabil și mor, în ciuda faptului că aveau șanse de reușită de 95%, la fel ca spionii care nu reușesc să deschidă porțile cetăților inamice deși sunt creditați cu 97% șanse.

Nivelul maxim de dificultate ar trebui să fie very hard, dar de fapt e doar very annoying pentru că-i very overcheating.

Granițele trasate greșit și numele provinciilor inexacte dpdv istoric, doar două exemple – în Evul Mediu capitala Țării Românești era la Târgoviște, nu la București, iar a Moldovei la Suceava, nu la Iași.
Mă seacă la suflet chestia asta, au comis-o la fel și-n Knights of Honor II. Zău că-i lipsă de respect, e chiar atât de greu să dai dreaq un search pă Goagăl...?!

Grafică mizerabilă.
Măscăricii ăștia au interpretat la propriu sintagma Dark Age, incredibil.
Doar pentru că, la figurat vorbind, Evul mediu timpuriu a reprezentat o perioadă întunecată în istoria omenirii (din cauză de lipsă de suficiente izvoare documentare, băi boilor care-ați făcut de-a-n pulea jocu’ și habar n-aveți de ce-i zice ”Dark Age”! ’r-ați ai dreaq dă boii dreaq! :lol: Nu că ar citi ăia, da’ citiți voi și tre’ să vă aduc la cunoștință faptul că ăia au fost niște imbecili analfabeți acu’ 20 de ani), nu înseamnă că tre’ să ne măcelărească ochii cu maroul ăla jegos plus un gri de-a dreptul ceaușist pus pe harta întregii Europe. Până și HoMM III are grafică mai bună, zău așa. Nu mai vorbesc de primul Knights of Honor...

Ah, apropo, cu o chestie au încercat să pară șmecheri dar au picat de fraieri, n-au păstrat anumite proporții decente între oameni și orașe/castele (cum e în Heroes cu eroii și castelele), ci au încercat să reproducă modul în care erau reprezentate chestiile respective în epocă (adică oamenii mari și așezările umane mici).
Ghici ce, e de-a dreptul caricatural, de absolut tot căcatu’, au eșuat mai mult decât lamentabil.

Atributele caracterelor care se anulează câteodată unele pe altele. Cum dreaq să fii în același timp antialcoolic și bețiv...?!

Faptul că nu poți alege cine moștenește coroana ci e atribuită arbitrar de joc, câteodată sărind, vorba Paraziților, ca bolile din... mă rog.

Inevitabilele bug-uri prezente în jocuri. Aci nu-s multe, dar sunt câteva.

Însă cu adevărat cel mai rău lucru legat de M II TW e reprezentat de uriașul potențial irosit, dacă ar fi fost făcut ca lumea din toate punctele de vedere, ar fi fost considerat unul dintre cele mai bune 3 jocuri create vreodată, și chiar nu exagerez cu afirmația asta.

Dar chiar și așa, rămâne un joc bun care oferă o cantitate semnificativă de satisfacție, odată ce înveți să navighezi printre ’icebergurile’ reprezentate de părțile nasoale necorectate de cei de la Creative Assembly.

Deus lo vult!

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sleepknot
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Re: Medieval II: Total War

Post by sleepknot »

Am jucat stupid de mult M2:TW. Tin minte si acum campanii hot-seat cu Alfonso al Spaniei jucate prin camin, sau incercari repetate de a rezista pe very hard cu regatul pagan al Lituaniei impotriva rusilor si a teutonilor.

Good times. Jocul are si azi niste moduri excelente; recomand Broken Crescent sau deja clasicul Stainless Steel overhaul. Din zona fantasy, M2 are si un mod foarte reusit de LotR pentru Total War

Recomand cu caldura si Medieval kingdoms 1212 pentru Atilla:TW. E cea mai apropiata chestie de Medieval 3 pana acum
"Where there are no gods, there are ghosts" - Novalis
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Vlad Dracul
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Re: Medieval II: Total War

Post by Vlad Dracul »

Da, comunitatea de modderi din M2TW e foarte numeroasă, de multe ori făcând treaba pe care cei de la CA trebuiau s-o facă în privința anumitor aspecte ale jocului.
Iar existența unor mod-uri foarte ofertante a făcut ca Medieval II să fie unul dintre cele mai jucate și comentate jocuri din seria Total War chiar și-n ziua de azi, la decenii distanță de la lansare.

Personal, n-am încercat încă niciun mod dar întotdeauna am fost tentat de faimosul Stainless Steel precum și de Tsardoms, creația unei echipe în care erau parcă și ceva români, o minunăție vizuală la care sper să fi rezolvat toate problemele din trecut ce duceau la ‘crășuirea’ jocului.


În altă ordine de idei, în continuarea istorisirilor mele am să copy+paste-uiesc pe-aci cele mai relevante postări despre gameplay-ul din vanilla pe care le-am făcut de-a lungul timpului pe forumul ’principal’ al Medievalului, Total War Center. Nu le mai traduc pentru că mi-ar lua foarte mult timp, în plus nu cred că-i cazul, sunt convins că cei interesați de M II TW înțeleg limba engleză cel puțin la același nivel ca mine (care-am învățat-o singur, din filme și muzică, n-am făcut nici măcar o oră la școală).

Și-am să încep cu...


Guidelines for new and inexperienced players (but not only)


I decided to open this topic hoping that it will help new (or inexperienced) players, because I remember how hard this game can be when you’re trying it for the very first time and have no experience with other games from the Total War series.

I’ll try to be as short as possible, don’t want this post to be a tl;dr wall of text, but I have the strange impression it will end up quite massive because there are so many things to say, so your patience will be tested here.

If you want to master the game, you must understand it first.
When you’re starting your first campaign, your main goal should be rather to observe than to win.
Pay attention not only to game mechanics but also to AI behavior (which is overcheating anyway. Well, except that, notice its moves and its preferences).

From my point of view, there are certain guidelines that I recommend someone to follow in every single game on Vanilla:

FRIEND OR FOE
Don’t ask any advice during the campaign on the strategical map.
That female advisor knows nothing.
She’ll tell you to build the wrong buildings and recruit the wrong units all the time.
Just forget about her.
On the other hand, the military advisor can inform you about some interesting things during the battles. Pay attention to what he says but proceed as you think it’s best for you.

Sometimes I really ask myself if the Council of Nobles isn’t infested with enemy spies, so troublemaking are some missions they give me. Treat it with extreme caution, a bad mission failed doesn’t mean a loss, on the contrary.

USEFUL AND USELESS BUILDINGS
I made a topic with that name some while ago, I do recommend you to read it because it’s very important to know what to build and especially what not to build during the campaign.
And in what order, what you should build first and what can wait for later.

Also, if you want a certain Guild in a certain settlement, create all the specific agents only in that town (for example, you want the Theologians Guild in Milan? Recruit a priest/imam every single turn from that place) until the Guild offers its services. Plus constantly upgrade that particular building-chain, as it'll create more skilled agents (for example, from a Cathedral you can create bishops, which are better than priests. Same with their muslim counterparts).

Oh, and a crucial lesson I learned from the all-time greatest TBS game (Heroes of Might and Magic III): always be building. Every single turn.
Make sure you have the necessary funds to do it.

MANIPULATE THE DIPLOMACY
The diplomacy is crucial in this game, without a high reputation this game can quickly become a tragedy for the human player.

Unfortunately, the diplomacy is the weakest link of M2TW and a source of infinite frustrations for everybody, due to the fact that sometimes has nothing to do with any common sense or human-logic at all, so you better manipulate it in your advantage.

Although I didn’t believe it in the past, now I think it’s very important to ally as many factions as you can (at least 5). Ofc, avoid antagonistic alliances (like Venice and the Byzantines or England and France) and be prepared for some allies to declare war to each other (mostly only to sink your rep, they’ll cease fire quickly after).
I try to aim for 8 alliances in my short campaigns and at least 5 on my long campaigns but inevitably lose a couple along the way (especially in short campaigns).

The factions that are good allies according to my game-experience are the following: the Papal States (truth bein' told, this alliance is rather a necessity than a good alliance. You simply need to be allied with the Papal States, even if you’re a muslim faction. Especially if you’re a muslim faction, actually), Hungary (even if you’re Poland on long campaign, there can be peace and harmony between your factions), Denmark (even if you’re the Holy Roman Empire - long campaign, ofc. In the short campaign you must eliminate them), Spain/Portugal (there is a possibility for them to attack each other and you'll be forced to choose which alliance to keep. If you're lucky they might not, everything will run smooth - especially on short campaigns - and you won't be losing reputation for being forced to break an alliance) and the Turks.

Potential good allies could also be Venice (although they could start some trouble with Hungary or - later on - Papal States) and Russia (although a conflict with Denmark might occur).

The grey zone is formed by England, Scotland, France and Poland.
You could ally with one (or more) of them, short or medium term depending by the situation, under certain circumstances.

For example, it's hard to believe that you can be long-term ally with Hungary, Poland, Russia and Denmark at the same time and none of them to ever attack another.
However, there can be situations (like in one of my experiments with The Holy Roman Empire long campaign on Very Hard/Very Hard) in which after some fighting (Denmark with Poland, HRE with Poland, Denmark with Russia) things will settle down for a period of time (Poland bein’ vassal of HRE and Russia to Denmark, so HRE re-allied with all 4 of them). Longer or shorter, it remains to be seen.

Ofc, it all depends by what faction you’re playing with and the victory conditions.

I also think it’s important to know what factions you better avoid allying with. Imo those are Egypt (NEVER ally with Egypt. Ever. They always make the mistake of conquering Jerusalem and Antioch and the Pope wants to Crusade the living Jesus out of them! So Egypt will fight most of your allies all the time), Milan, Sicily, Moors, the Byzantines, HRE, the Mongols (actually, you can ally with the Mongols if you have Immaculate reputation, but they’ll betray you – if you’re in their path. The good news is you can “cash-milk” them, so you can use their treacherous behavior to fill your coffers), the Timurids (same as Mongols). Regarding Aztecs, if you're playin' long enough for them to appear, just do what the spanish did in real history. No offense, it's just business.

Another thing that’s worth to be mentioned here, you get better deals by negotiating with captains than with generals/family members or towns/castles.

PINCH THEIR CHUNK
In the beginning of the game when you start makin’ the usual diplomatic agreements (map info exchange, trade etc.) try to also ask very small sums of money (like 10 or 15 or even 20 florins), especially from factions that you know you won’t ally with them.

For example, if the Map Information exchange is regarded balanced, try to also ask 10 florins from them for that deal.

You might think it’s insignificant, well, theoretically it is but practically it could help quite a lot in the early stages of the game when finances are so tight.
There’s nothing more frustrating than missing just 3 florins when you want to start building something crucial right away (and that happened to me more than you’d think).

PUT THE SEAT BELT ON
Save the game a lot during the campaign; at the beginning of each turn, after reading all the messages (but before agreeing on marriage proposals or deciding to accept the Guild offers or picking between those allies that went to war only to ruin your reputation), save.
Have 4 or 5 saves for the current campaign and if it’s necessary, use all of them in one turn;

Before you move anything on the map, think. And after you took a good decision, save.

When in doubt, save as version 2 (or 3 or 4 or 5); always need a solid go-back point and that should be save no. 1, the one from the beginning of the current turn, which should be left untouched until next turn;
Before using important spies and assassins in missions, save; after they succeed, save; before an important battle - save; after a major success - save; before tryin' a merchant-acquisition, save; after... yeah, you guessed it right.
It’s not Total War, it’s Total Save Game. :lol:

Last save of the turn should be after you’ve done everything except retraining; there is a bug in the game that takes your money but doesn’t retrain your troops if you save after retraining, so always do it before.
Save -> retrain -> end turn.

LOVE AND MARRIAGE GO TOGETHER LIKE A HORSE AND CARRIAGE
Don’t rush to marry your princess, especially the one you got in the beginning of the game; it’s better to use her in diplomacy and even to forge an alliance through marriage. Those kind of alliances tend to be a little more stable than the regular ones.
Same with your heir, better save him for an exotic foreign princess.

IF YOU WANT BLOOD, YOU GOT IT
It’s a good idea to let allies room to expand, don’t be too greedy in your land grabbing, otherwise you risk bein’ attacked by those you considered your best friends.
Be aware that there are certain “trap-provinces” you better stay away from, except the situations you really want to go to war with the factions that want those lands as well (just some examples – Ajaccio, Cagliari, Tunis, Antwerp, Bruges, Dijon, Durazzo and Kiev. Or, if you’re muslim, Jerusalem and Antioch).

A faction can attack you regardless of your common religion, high reputation, alliance or relations-level, if you possess a territory that they want. And AI factions’ victory conditions are different than the ones set in the campaigns for the human player, they are oriented towards conquering certain provinces and hating certain factions. So, no matter what you do, if you get in their way you’ll be hated.

DON’T STEP ON THE BUG
A famous bug that makes occupying a settlement hurt your reputation more than if you sacked it.
This guy here provided a solution to that, and I also gotta add what Vampiresbane says here, in Chapter 10 Actual Point Values for Reputation and Relations under the Reputation spoiler ”you don't need to unpack M2TW to make this file work-just place it in the folder specified”.

But honestly speakin', occupyin' is counterproductive, you're much better with sackin' anyway.

KEEP THE FAITH
If you’re catholic, make sure the Pope is your friend, otherwise you’ll be in big trouble.
Create lots of priests and send them in territories with different faith than yours (but not on your allies’ lands, it can be considered a hostile act) so that they’ll raise piety faster and become cardinals; denouncing heretics and witches also can raise piety. Once a priest reaches 5 piety, it becomes eligible for the College of Cardinals. It's crucial to have as many guys in there as possible.
On a papal election, try to anticipate who has the best chances to win and vote for that particular preferati, but keep in mind that your goal is to put the pointy hat on one of your cardinals; if it gets to one of your allies it’s just as good (actually most of the times it's even better, if you have Perfect relations with that long-term ally).
Build churches, if the Pope demands that from you.
Join the Crusades when His Holiness calls them (but it's much better if you are the one that requests them, according to your strategic interests) and try to conquer the targets if they're at hand, this will give you great benefits; but God forbid to use the Crusade as an excuse to conquer Constantinople, it’ll end up extremely bad for you.
You can also manipulate the Pope (if your relations-level is high enough) by persuading him to call a Crusade against your excommunicated catholic enemy.

In case that you have a low-piety general and see an Inquisitor lurking around in that area, attach a priest to that general. The priest will be the one burned and the general will escape... for the time being.

If you’re muslim, you should also try to raise the piety of your imams; an imam with at least 4 piety can request a Jihad. Jihads (just like Crusades) can be used to add more movement to your armies, but make sure you move those armies to Jihad/Crusade target every turn, or else your men will start deserting.

If you’re orthodox, just keep the faith, there’s nothing else you can do.

Joking aside, Crusades and Jihads can be powerful tools that you should use as weapons, always in your advantage and against your enemies.

REBELS WITHOUT A CLUE
The rebels can be a curse but also a blessing. They negatively affect your province income and cause unrest, but on the other hand they also are great practice-targets to level up your spies, assassins and Dread generals. Plus, as well an income source almost every turn by selling your allies attacks against rebels. Use them wisely and if you can, try to push them just a little bit over the border, but not too far away from your towns producing spying/killing agents.
And if you can push them to a mountain pass, bridge or other narrow strategic point, they will „guard” that area for you. Well, that until they decide to move to another place so you better keep an eye on them. I also noticed that they seem very attracted by watchtowers, blocking the revealed area those towers provide.
You can spot the rebels location by that grey devastation area that they create around them over time.
Be careful though not to let your own men become rebels; if your faction leader has low authority (0 to 3 or 4) don’t send armies without a general in the open; Hell, don’t even send low loyalty (0-3) generals out of the settlements, there is a chance they’ll become deserters.

EQUILIBRIUM
In the beginning of the game don’t conquer too much too fast (if you’re a new player you probably need more time to learn how to blitz, anyway); other factions don’t see that with good eyes and you’ll be considered an aggressor-nation; even laying siege will have the same effect, just like you already took the settlement you’re sieging; as for starting a war with another nation, if it's no emergency it's better to wait until you have a positive reputation and some good allies;
Be very careful to keep the balance between your income and your army upkeep; don’t create more army than your economy can support, otherwise you’ll go into debt; Militia units, besides havin' decent fighting-skills, also have free upkeep as long as they’re garrisoned in towns that can produce them; keep that in mind and act accordingly; Mercenaries on the other hand are good soldiers with high upkeep so they should always be fighting - their place is on the front line, all the time;
Cities produce more income than castles; in order to have a balanced economy, you need to aim for a (at least) 3 to 1 towns/castles-ratio; once you have a certain number of provinces (like 10+), transform the unnecessary castles into towns.

TO TAX OR NOT TO TAX
That is the question. And the answer is – it depends by the situation but on the long term is better to keep your taxes at low in the beginning of your campaign.
The lower the tax-level is, the faster your population grows. More people = more money. And the towns grow too which brings more money also by allowing you to construct sooner those useful economical buildings.
So, what you lose on short term by lowering the taxes, you gain on long term. And gain even more.
After your towns get to 24.000 people, enough to reach the Huge City level, you can set them to high or very high, depending on the public order.

But there are certain situations when you desperately need cash and you need it right then and there. In those occasions you can temporary raise the tax level, just be careful not to provoke riots in towns.
And remember to bring them down again, once your emergency passed.

THERE’S MORE THAN ONE WAY TO SKIN A CAT
You can win a short campaign by eliminating certain factions and controlling a specified number of provinces.
First thing that comes to one’s mind when it comes to eliminate a faction is to take by force all their settlements; well, there are also other ways around that.
Some factions have the tendency to sell some provinces in exchange of a kinda limited amount of florins; better take advantage of this situation and buy as much land from them as you can; in several turns (like 5 or so) you can gain back the money you paid from those provinces’ income only. It’s a very good deal.
You should also seriously consider eliminating a faction by assassinating all their family members; or kill all of them on the battlefield.

KNIGHTS AND MERCHANTS
Merchants are pretty important in this game, they’re definitely worth having and using.
Explore the map to see where are the resources they can gain more money from and park them there until they level up.
After they gain enough finances (like 5-7), take a couple of them and go merchant-hunting! Try to acquire every low lvl AI-merchant (doesn’t matter if ally or not, you won’t get punish for this) in sight. You can make serious money that way.
Money you can use for the upkeep of your knights. With a serious army of knights, a determined man with military skills can achieve great deeds, methinks.
But be careful not to leave your low lvl mercs undefended, the AI will often try to take you out of business as well.
Important note: the AI will try to acquire your merchants only when they are on a resource. To avoid that, move them off and when the danger had pass put them back on. Be careful thought, the AI may return.

DON’T FEAR THE REAPER
Don’t be afraid to go the Dread path, I personally rather have an enemy who fears me (and will be likely to rout in the battle) than having a moral boost for my army (which is given anyway by a high-star general).
Ofc, that doesn’t mean it’s a good idea to execute prisoners and exterminate settlements, overwhelming the enemy on the battlefield (by simply bringing a larger army than his) does the trick just fine.
You don’t have to seek that path, just go along it when you have the chance.
I also noticed that if you assassinate a lot, your Faction Leader will have not only more dread but also more authority, which is always a good thing.

STRIKE DOWN THE SHEPHERD, AND THE SHEEP WILL BE SCATTERED
If you want to get rid of an enemy once and for all, don’t try to kill every single army that enemy has; it’s better to concentrate on his towns/castles.
Besides, the overcheating AI pulls armies out of thin air most of the time, but if you conquer all its settlements there’s nothing it can do.
Also, in battles try to kill the enemy general (or captain) first; it'll be much easier to make the rest of them rout afterwards.

SAY HELLO TO MY LIL’ FRIENDS
You probably noticed that unfortunately in this game allies are almost useless, didn’t you?
Well, the key word is almost.
While they don’t help you with anything (plus they sometimes betray you for no reason and without warning) you can still persuade them to give you a nice amount of florins. Ofc, in exchange of attacking rebels (most profitable deals) or other factions.
Gotta add that you can sell those attacks only to factions with whom you have at least Amiable relations, and doesn’t matter if they’re your allies or just neutrals.
Actually, in M2TW allies are not real allies, they’re truly just neutral factions good for nothing except cash-milking (plus raising your reputation) and that's exactly what you should use them for, remorseless.

I SPY (and occasionally assassinate, but hey, who are you to judge, „One man’s terrorist is another man’s freedom fighter”, right? :twisted: )
Spies have their importance to the game, it’s always a good idea to see every single thing that’s movin’ within your kingdom, in all your neighbors' provinces and even beyond. Information is power, spotting in time an enemy army that approaches your borders can be a life-savior.
You need to be like Sauron, to see everything.
So, build some watchtowers and don’t neglect to place spies in strategical spots, revealing the map as much as possible.

Plus, you can assign some of them to counterintelligence, in order to protect your border-cities from enemy spies that cause unrest. If population happiness suddenly drops for no reason, there's only one logical explanation: a foreign spy is infiltrated there. So, send your own spy inside that city and wait for the secret agent to expose himself. He will, sooner or later.

Don’t forget about assassins either (that if you don’t insist on role-playing a chivalry ruler), it’s always useful to have a few max-skilled ones at hand. You never know who crosses your path at midnight on a dark alley. :evil:

During the game you can encounter a very annoying situation, you want a certain town but you can’t take it, either because it belongs to one of your allies or to a neutral faction that you simply don’t want to go to war with.
What can you do, what can you do...?!
Ofc, try to buy it, but if that fails there’s only one option left: „liberate” it from their current „oppressors”, so you can bring „democracy” there a little later.
Infiltrate shítloads of spies in that town/city. The more the merrier. Bring a horde of assassins along (plus a couple of priests) and sabotage every pop-happiness building from there. You can also try to kill generals/family members that are present, if the odds are favorable.
If you’re lucky that settlement will rebel, so keep an army nearby to start sieging it asap.
(Note that it’s not very effective for castles, they don’t rebel much)

If you’re not lucky, you’ll lose some assassins and that faction will even become upset with you and declare war, but there’s always the „erase and rewind” option. Simply reload the game and give it another try. If you don't succeed, do something different, save, reload and then try again.

AND WE ASK THE STRANGER NOT TO KILL US IN OUR BEDS TONIGHT FOR NO DAMN REASON AT ALL
If a faction declares war to you out of the blue (starts sieging or just blockades a port) and you think that a war would be unnecessary, don’t retaliate (especially if the attacking force is small, it’ll only decrease your relations with that faction, making negotiations harder); instead send a diplomat and see if they are willing to cease fire (that’s why it’s so important to have diplomats all over the map, so they can reach in a single turn every faction).
I noticed that most of the time the AI factions are just attention-whores and your Ceasefire offer is regarded more than generous; you can use that in your advantage to ask them to attack a faction or rebels (if you need to increase your reputation) or just ask some money (cash or regular tribute) or even land.

An obvious, common sense thing is never to attack an ally (no matter what stupid missions the Council of Nobles is giving you).
Let them have this "honor" of betraying (they love to do it anyway) and take a 2-3 levels reputation-hit.
If you want to get rid of an alliance (assuming that you simply need to conquer the lands your ally has and he refuses to sell them to you), it's best to put a diplomat to negotiate the end of it. Offer that faction a tribute (you'll automatically stop payin' it anyway when the war starts) plus attacks vs. rebels and one of their enemies and if they don't agree just make the declaration that you want to break the alliance, your reputation will suffer less (decreases just one level if you unilaterally break it).

DIRTY DEEDS DONE DIRT CHEAP
And some dirty tricks you can use: reloading the game when something goes wrong (assassination fails, merchant acquisition fails, spying fails etc.), the Crusade/Jihad experience trick and the running trick.

As you know, after a successful Jihad/Crusade all the units that participate to it gain one chevron of experience, no matter if they actually contributed to that achievement or not. How can you take advantage of that and give most of your armies that bonus? Well, by planning things ahead. You need to take in consideration that after a successful (or failed) Crusade/Jihad it takes 10 turns 'till you can start another, so you have plenty of time to prepare. The basic strategy is that you'd want to conquer your target in just one turn. So, start producin' spies asap and keep sending them to infiltrate the settlement you want to acquire. Also, move your generals that you like to get more chivalrous near the armies you want to upgrade, so when the moment is right to be able to "load" them. The army that will give the decisive blow should take a position from where it could reach the target in one turn. Once you have enough spies infiltrated, declare the Jihad/Crusade and in the next turn join it with all the generals and armies you want, and then immediately take the settlement.
And now you'll be the happy owner of a more experienced army with more chivalrous generals.

The running trick works when you have battle-time limit on, the enemy attacks and you’re hugely outnumbered (meaning, „No way in Hell I’m gonna win this, not 1 vs. 40!”).
All you have to do is run your general (but also your entire small army if your units are fast enough) away from your enemy forces (run from one corner to the other on the battlemap, clockwise or counterclockwise), so he won’t get killed until the time expires. The battle will be considered a win for you (small victory) and the enemy army will retreat.

Ofc, this doesn’t mean I encourage you to avoid fights all the time. You definitely need to learn how to crush your opponent square and fair on the battlefield. But there are certain moments when the overcheating AI simply needs to taste its own medicine.

:twisted:
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Vlad Dracul
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Re: Medieval II: Total War

Post by Vlad Dracul »

Acu’ vreo 13 ani, după ce începusem să mă familiarizez cu jocu’, m-am apucat să cercetez anumite lucruri în amănunt încercând să dezleg toate tainele Medievalului, și astfel am ajuns la întrebarea ”Băi, da’ ’Attack faction X’ ce face concret, cum funcționează?” și, după ce-am căutat degeaba pă internet, am pus întrebarea în gura mare și pe forumul Total War Center.

Spre marea și neplăcuta mea surprindere, nimeni nu a fost capabil să-mi dea un răspuns mulțumitor, se părea că oamenii disecaseră în cele mai mici amănunte absolut toate aspectele jocului în postări lungi și alambicate (cam cum fac io p-aci :D ), mai puțin cele legate de funcția respectivă. Și asta la vreo 6-7 ani de la lansarea Medievalului!

Cum ar veni, cele mai luminate minți nu știau mai nimic despre o mecanică absolut crucială a jocului.

Așa că am pus personal mâna (strânsă de mânie într-un pumn de fier învelit într-o mănușă de catifea) și-am început o serie lungă de teste prin campaniile mele, teste ale căror rezultate au dus la o concluzie pe care-am publicat-o pe forumul respectiv, fiind primul din lume care a enunțat cu subiect și predicat cum stau lucrurile.

Nu, nu mă laud, mă descriu.

Fie vorba-ntre noi e mai mult dezamăgire în vorbele mele, mă așteptam ca, dacă tot m-am apucat așa târziu de joc, după atâția ani Medievalul să fie deja ”descifrat” complet, iar eu să vin, ca un leneșache, la ”de-a gata”, singura muncă să fie cea de cercetare, informare și verificare a ceea ce făcuseră alții demult.
Cum ar veni, să mă așez direct la masă în fața fripturii aburinde, nu să trebuiască să mă duc să vânez eu însumi căprioara cu pușca mea cea lungă, în pădurea de la strungă.

:lol:

Dar precum în viață în orice lucru rău e și unul bun, tot așa am învățat astfel o lecție absolut crucială – cum să manipulez diplomația.


How to manipulate diplomacy in M2TW


From my point of view the diplomacy represents the weakest link of this game, meaning that during a campaign it often lacks any form of elementary human logic or common sense. Allies attacking you for no reason and without warning, kingdoms on the verge of destruction that refuse an advantageous ceasefire offer, factions that gang up only against human player if that player has a low reputation but not on AI, even if AI is despicable etc. etc. you know what I’m talkin’ about, you lived this nightmare before for sure.
The reason is in the game scripts, which are quite pervert, I'm tellin' ya.

That was the bad news, the good news is that the diplomacy can (and should) be manipulated in your advantage.

By manipulating diplomacy one can mind his own business and concentrate on the campaign’s goals, rather than go wild goose-chasing fighting everybody everywhere.

Allies remain (well, more or less) allies, enemies are the ones the player picks, no unnecessary wars take place (almost). The player can decide who to fight and where, can actually work on a military and economical strategy.
Don’t have to bother with occupying every settlement or releasing every captured prisoner (which is very much counterproductive) in order to increase the global reputation.

The game gains the sanity that previously lacked. Doesn’t look like a mental institution anymore, but rather like something you can have fun while playing.

But enough foreplay, let’s cut to the chase:
As you definitely noticed in your game-experience, regarding Medieval II Total War, reputation is the key.
If you have high reputation, the game is enjoyable, otherwise it becomes something ugly and frustrating (especially for new players).
After a lot of struggle with the overcheating AI that made every effort almost every game to destroy my pleasure of playing, I finally found a way to easily increase my reputation to Immaculate on VH/VH (without manipulating diplomacy my highest rep level was Trustworthy on hard) and imho to get the best out of the Vanilla version of the game.

I always was curious about that “Attack faction” diplomatic option the game has and since nobody could give me a satisfying answer about how it works, I started testing it myself.

The results were quite shocking, turned out that if I offer to (let’s say) Denmark an attack against a faction (or rebels) and keep my word (really do attack), the reputation of Denmark rises.
And the other way around.
If you convince factions to attack rebels or other factions, your reputation will increase.

Logically speaking, it’s a nonsense, but it works.

So, by manipulating diplomacy that way I even managed to achieve a performance like reachin’ Immaculate reputation by turn 10 in one of my campaigns with HRE (on very hard).

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If you’re interested in this tactic, here’s how it should be done:

Diplomats are extremely important, so in the beginning of the game start creating as many of them as you can; use your first princess also in diplomacy.
If you don’t have any Town Halls, stray from your usual building-path and start creating one in the very first turn of the game.

Make alliances, as many as you can (well, not antagonistic ones) and as fast as you can; it’s better to have a couple of allies before conquering the first rebel settlements and at least 4 before starting a war with another faction. That’s because sackin’ settlements and ransomin' prisoners affects your reputation so you better take some countermeasures first. And also because it’s easier in the future to convince an ally to attack someone than to convince a neutral faction to do the same.

When you’re offering alliances, always ask for an attack against rebels in exchange; factions tend to agree easier to attack rebels in the beginning of the game; on later stages, you won’t convince them anymore to attack rebels, but other factions instead.
If they don’t agree, try to offer them money (usually a tribute, sometimes they ask themselves for that) or/and attacks against rebels, anything but determine them to attack.
If they’re still not convinced, just ally with them anyway and try again some turns later.

(Btw, you get better deals by negotiating with captains than with generals/family members or towns/castles)

As many successful deals you make, as much your diplomats’ influence rises, the relations with different factions also and after your reputation will be above Trustworthy, it will be easier and easier to get better deals in the future (even if they’re regarded as “demanding”).

When you’re Immaculate there’s no need to ask your allies to attack rebels/factions anymore, that is ‘till 2 of your allies will start a war. Then you’ll be forced to break an alliance which can lead to a rep drop. And that will lead you to ask your allies to attack factions once again.

And speakin’ about attackin’ factions, no matter how perfect are the relations between us I noticed that my allies are almost impossible to convince to attack my enemies (which could be very useful for me) and even a common enemy, but they tend to agree attacking some of their own enemies (not any enemy, only certain ones).

Instead I have no problems getting’ serious florins out of them when I offer attacks against rebels. Which I do quite often, beside the money it also helps the relations to go up.

Now, I’m not particular happy I have to defy logic that way in order to enjoy M2TW, and I can’t help myself from asking all kind of questions:

Why in the name of sweet Lord Jesus Christ would they be so ecstatic if I attack rebels on my territory?! Or a faction that they don’t care about, thousands miles away from their borders?! Why should my reputation go up if I convince my allies to attack their enemies located at the end of the world from my lands?!
What’s the tactical or strategical advantage for me or for them out of this mess?!
What kind of pervert logic this game is following?!

No clue, the answers are beyond me. All I know is that it works.

One last thing, I don’t pretend this to be some sort of ultimate diplomacy guide for M2TW;
I’m also not sure at all that it was CA’s intention that Medieval to be played this way;
I’m not even thrilled I have to act so out of logic for the game to behave mentally sane;
It’s just how things work for me best and I wrote this thinkin’ that other players will enjoy the game more by following my playstyle.

I’ll end this with some useful statistics:

Relations level

Abysmal
Terrible
Very Poor
Poor
So So
Reasonable
Amiable
Good
Very Good
Outstanding
Perfect


Reputation levels

Despicable
Deceitful
Very Untrustworthy
Untrustworthy
Dubious
Mixed
Reliable
Very Reliable
Trustworthy
Very trustworthy
Immaculate


Factions wealth

< 2,500 Bankrupt
< 7,500 Meagre
< 12,500 Very Poor
< 17,500 Poor
< 22,500 Modest
< 27,500 Reasonable
< 32,500 Well off
< 37,500 Rich
< 42,500 Very Rich
< 47,500 Extreme
> 47,500 Boundless
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Vlad Dracul
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Re: Medieval II: Total War

Post by Vlad Dracul »

Actually it's not Total War, because...


If it’s Total War, how come you have 3 options when conquering a settlement? It should be only exterminate, it’s not Total Occupy.

If it’s Total War, how come there are multiple choices when you take prisoners? It should be only execute, it’s not Total Release.

If it’s Total War, how come there are 2 traits for a general? It should be only dread, it’s not Total Chivalry.

If it’s Total War, how come you can even make alliances? It should be only enemies, it’s not Total Coalition.

If it’s Total War, how come you can retreat from battles? It should be only stay and fight, it’s not Total Withdraw.

If it’s Total War, how come you can ask others for money? They should cut off your tongue if you dare demanding such thing, it’s not Total Cash-Milking.

If it’s Total War, how come you can cease fire? It should be only war, it’s not Total Peace.

If it’s Total War, how come there is an “Accept or we’ll attack” option? It should be only “Even if you accept, we’ll still attack”, it’s not Total Blackmail.

If it's Total War, how come AI factions only mimic conflict between them? They should slaughter each other mercilessly, it’s not Total Sitzkrieg.

If it's Total War, how come Mongols and Timurids appear later in the campaign? They should’ve been there right from the start butchering everybody, it’s not Total Invasion.

If it’s Total War, how come you can make spies? There should be only assassins, it’s not Total Espionage.

If it’s Total War, how come you can become client kingdom? You should fight to the death, it’s not Total Vassalage.

If it’s Total War, how come you can create merchants? You should create only military, it’s not Total Trade.

If it’s Total War, how come you can offer gifts to other factions? You should resume to fighting only, it’s not Total Donation.

If it’s Total War, how come you can spouse your royals to other factions? They should remain single and join the army, it’s not Total Marriage.

If it’s Total War, how come priests and imams can peacefully stand next to each other? They should pluck their beards and burn one another’s holy books, it’s not Total Faith.

If it’s Total War, how come captains can become generals? They should remain as they are, it’s not Total Promotion.

If it’s Total War, how come you can be Immaculate? You should be only Despicable, it’s not Total Reputation.

If it’s Total War, how come the princesses are not cat-fighting? They should pull each others hair and scratch their faces, it’s not Total Hello Kitty.

If it’s Total War, how come the diplomats bow when they meet? They should lit one another on fire using their pergaments, it’s not Total Diplomacy.

And finally if it’s Total War, how come you’re reading this forum? You should be on the battlefield, crushing your opponents skulls, it’s not Total Time-out!

:lol:
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Magicake
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Re: Medieval II: Total War

Post by Magicake »

Funny
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Vlad Dracul
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Re: Medieval II: Total War

Post by Vlad Dracul »

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The natural alliance

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Nothing is more frustrating than needing just one more florin

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Symmetry

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Se știe

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This Pope is a no-name

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Battle Deployment

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Battle Result

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Plus câteva dintre hilarele discursuri de dinaintea unei bătălii, care dau farmec maxim jocului:

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:lol: :lol: :lol:
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Vlad Dracul
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Re: Medieval II: Total War

Post by Vlad Dracul »

Taking it a step forward after you gain a lil’ experience with this game, one of your interests might be related to the Pope, more precisely if and how can you use His Holiness in your advantage. Or at least get him out of your way as much as possible (you can’t destroy The Papal States as a faction, so forget about it and learn how to coexist with it instead).

If doing that while playing with a catholic nation is relatively easily to achieve, I will refer further on to something quite different.

Except the games with those 2 orthodox nations, the Pope can be a nuisance if you don’t control him, so you simply must do that even if you’re a muslim faction, especially in the long campaigns played on Very Hard/Very Hard. I know that sounds weird, ‘cause bein’ a muslim means in theory that you can do anything BUT that, only that things in this game (like in life, in general) are more complicated than we think.

In order to “control” (basically, to make sure he doesn’t call a crusade on any of your lands) the Pope when you’re playing with Egypt, the Turks and the Moors you’ll need a combination of diplomats, spies, assassins, rebels and enemies. Plus a decent army, ofc.

But above all, you need the knowledge to use all of those.

First, you have to be aware that the main targets for a crusade are Jerusalem and Antioch (that was in the 1.03 version of the game, the disks-version. On the 1.52 Steam version is Cairo, but anyway). Stay away from those until you’ll have perfect relationships with the Papal States.

To achieve that relations-level, the easiest way is to take the first step and send a diplomat to Rome asap, to make some offers that the guy wearin’ the pointy hat can’t refuse.

Start with the basics, Trade Agreement, exchange map info, offer an alliance but also ask for some small things in return. Like attacking rebels, for example. If you have to pay a tribute to convince him, so be it, will be worth it in the long run (convincing other factions to attack someone will help raise your reputation. The higher your reputation, the better diplomatic deals you can get). And keep asking and offering things every single turn, when it’s possible.

That’s why you need rebels of your own, on your lands or near your expedition armies. Packs of rebels, rebel settlements, pirates on the sea, doesn’t matter. You need to be able to attack rebels at least once every turn. Selling those attacks to the Papacy not only will get you hundreds of florins (or thousands later in the game if the Papal States become kinda wealthy) but it’ll also raise the relations level between your factions.
While you're gettin’ paid for it.

So don’t be hasty in killing those rebels, they can be put to better use. Much, much better use. Just push them around the map every time you have the chance.

Furthermore, if you have an enemy (preferably, not a catholic one, but any kind of enemy will do) is jackpot, because you’re gettin’ more florins, higher relations and your diplomats (yup, you start with one but in time you’ll have to send another 2 or 3 there so you can sell those attacks more than once in the same turn) will gain more scrolls if they can make at least two consecutive successful deals.

But rebels and enemies are not only cattles to sell, they are practice targets for your spies and assassins (just as for your generals in order to raise that loyalty a lil’ bit, or the number of stars or the level of dread).

Papacy related, it’s all good and fine with bein’ allies and stuff, but the relations-level can decrease. Wars with catholic factions are inevitable, especially in long campaigns in which you need to hold a lot of territories. A LOT. The Pope won’t be happy at all when you conquer catholic land, and I have the impression that he isn’t thrilled about you jihaddin’ orthodox settlements neither. They are also christians, you know.

But what if, Allah-forbid, a cardinal from one of your catholic enemies is elected Pope...?!

Well, in that case (or even better, in order to prevent that) you need the right people in the right places.

Those people are skilled spies and assassins.

Not only that you’ll need to have a couple spies infiltrated in Rome itself (or wherever the Pope decides to be, if he'll expand more than the starting settlement), but in the later stages of the game you'll also need them all over the map. You need to be able to locate all the cardinals, in order to predict who the next Pope will be. And you’ll definitely want him to be (and pull all the necessary strings to make it happen) someone from your catholic allies. Yes, you'll need 3 or 4 big, powerful (especially regarding their clerics) catholic allies as well.

While fighting your catholic enemies, concentrate not only on their armies and settlements, but also on their cardinals and priests. Especially young priests, with all the future ahead of them, you never know what they might become if let... hmmmm, how should I put it... unripped.

Old high level cardinals are not such a threat, paradoxically, despite the fact that they’re kinda experts in avoiding gettin’ bit by certain snakes (if you know, you know), they’re closer and closer with each passing turn to meet their God due to natural causes and if they’ll somehow make it to Vatican, usually a max lvl assassin has 90% chances to put a crossbow arrow straight into their intolerant, bigot, hateful (sometimes even secretly female) hearts.

Obviously, you need such a max skilled assassin near Rome all the time, so the younger he is, the better.

And not only there, if your spies are everywhere, your high skilled assassins must keep them company, they make a great duet.

Keep them busy and make sure your catholic-allies priests have a nice, smooth trip to the College.

And if by any reasons the relations between your faction and the Papacy become “Amiable” or less, it’s better to “install” a new Pope than to try improving things with the current one.

So, even if you’re muslim, you can coexist in peace and harmony with the catholics in general and with their spiritual leader in particular.

Well, at least with some of them.

Just don’t even think about conquerin' Rome (obviously) and you’ll be good.
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Vlad Dracul
Zergling
Posts: 180
Joined: 2 Mar 2014, 16:39

Re: Medieval II: Total War

Post by Vlad Dracul »

English Campaign


I think some guidelines about a campaign with England would be useful here, since the new players tend to pick this particular faction as a starting point in M2TW.

Let's just assume it's the long campaign on Very Hard/Very Hard, and since this strategy works for those settings, it'll definitely work for everything else, so allow me to sketch some piece of advice that'll make your life easier:

- the main idea is that you have to eliminate Scotland asap, conquer all provinces from the british islands (and keep only Nottingham as castle, transform Caernarvon and Inverness into towns), forge some useful alliances (especially with the Pope) and only after that you can move on to continental war; so, start planning (and acting) ahead, even from the very first turn; with Rufus, the Heir, conquer York (I recommend sacking every settlement that you conquer, it's better for the economy; and ransoming every prisoner you take, same reasons. Plus, occupying towns and releasing prisoners is very counterproductive); put the princess Cecilia in a boat and ship her to danish lands (usually they tend to siege Hamburg very early, so you'll definitely find someone to negotiate in that area, the bottleneck of the Jutland peninsula), the purpose bein' to get a marriage alliance with Denmark before you start hammering the scots; the diplomat from Caen - straight to Rome. Exchange map info and trade agreements with everybody that crosses his path, but you need to get him to the Pope asap; keep creating diplomats from London and ship them across the english channel to the continent; the alliances you'll need are with Denmark, the Papal States, Venice, Hungary, Russia, the Turks and maybe Spain/Portugal and even France (when the french princess offers a trade agreement, counter it with a marriage alliance between Rufus and Constance, but demand Angers in return; after you get Angers, go conquer Rennes immediately); alliances with Spain/Portugal and France are just temporary, get rid of them as soon as the opportunity arrives (maybe they'll start a war with each other, so you'll have to pick, to give up an alliance; your rep will drop with one level, but if you apply what I wrote on "How to manipulate diplomacy" won't have problems to get it back to immaculate); France, Spain, Portugal and the Moors must die, sooner or later; after that (or sooner, depends by how things go) Milan and HRE (and even Sicily) should have the same fate; also keep in mind that in this game the allies are not actually allies, but rather neutral factions good for nothing except cash-milking and raising you reputation, and that's exactly what you should do to every single one of them;

- build small churches everywhere and create all the priests you can; also create as many merchants as the game (and your finances) let you, temporary put them on resources in England until you can get 4 or 5 ships together, then load all the priests and merchants and ship them to Marrakesh; priests will remain there, converting the population to catholicism and gettin' their piety up (and with some luck, reachin' those 5 rings necessary in order to become eligible for College of Cardinals) while the merchants need to be sent to Timbuktu and Arguin (it's an area full of resources down there, you can make serious money once your merchants reach them, although it'll take a serious while);

- your armies must consist (in the initial stages of the campaign) of spearmen and longbowmen (but also buy mercenaries when you need and can afford - just make sure you use them constantly 'cause their upkeep is not cheap. Mercenaries are for fighting, the garrisons of towns belong to free-upkeep militias); also try to get a couple of Mailed Knights if you can afford (you need to cash-milk your allies in order to afford a professional army, otherwise will either go deep in debt or fight with worthless peasants forever);
Later on, you'll move to better infantry and better archers, plus some serious heavy cavalry;

- keep the relations with the Pope at a high level, if you're lucky and he'll excommunicate someone around you (or even one of your enemies, hopefully France or Spain) take this opportunity and ask for a crusade against a settlement near your lands (you'll need at least 8 crosses of papal favor in order for him to grant this special request); if you don't get this chance and he'll call the crusade on Cairo (or Jerusalem or Antioch), don't join it, there's no point; but keep in mind that it takes 10 turns after a successful/failed crusade until you can call another, so start preparing yourself and be ready next time; and by that "next time" I suggest you start pushing into iberian peninsula, so you can call the next crusade on Cordoba (if it's still in muslim hands. If it’s not, then Granada or even Marrakesh should be the targets); the ability to call a crusade is a powerful tool that you should use as a weapon always in your favor and against your enemies;

- spies, spies everywhere; you need to be like Sauron, to see everything
:lol:
In my games, after turn 50 you'd think I play with toggle_fow on, that's how visible the map is to me (well, almost. But definitely near my lands, all the territories of my neighbors are fully revealed to me); don't be shy in using assassins also, but better save the game before tryin' something risky, as a failed attempt followed by the death of an assassin can get you into serious trouble;

- this is what I did in my last finished english long campaign on VH/VH, a campaign that I played some years ago:

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This is the moment when I won the game, the poles (who had 11 provinces) agreed to be my vassals and I bought Jerusalem from the egyptians and just got done with it.
Now, if the poles didn't bend the knee (they had to, I beat them pretty bad, destroying all their armies so they got nothing left) the plan was to conquer Timbuktu (had an army on its way in the saharian desert), Arguin, Breslau, Thorn, Krakow and Halych (plus buying Jerusalem from the egyptians, ofc) and therefore gettin' the provinces needed for victory.


The elephant in the room is "WTF goin' south-west and not north-east?!"

Well, because logical reasons.
:lol:

The danes are among the very few good allies that exist on the map; only the hungarians and most of the time the turks can be on that very short list. The alliance with the Papacy is more of a necessity than a really good alliance.
In this game, you desperately need a good reputation and that is achieved also by havin' long-term allies (which you can cash-milk as well).

Therefore, is better to keep 'em alive and as allies. Plus, they're catholics, so guess what the Pope will think about a war against them?

As opposed to the Moors, who you can hammer all you want and represent an excellent crusading-target (killing two birds with one stone, pleasing the Pope while expanding).

"But Portugal, Spain, aren't they catholics as well?"

Yes they are, but they aren't as good allies as the sons of vikings.
Plus by the time when you start the wars with the iberics, you should have enough votes in the College of Cardinals so you'll be protected. If you don't, just let them draw the first blood.

As for France, no need to point out the obvious: if you play with England, France must die.
Let them attack first and suffer Pope's wrath.

Plus, the whole iberian peninsula + the western part of Africa (Tunis should be your eastern border) means more than Scandinavia + Bruges + Antwerp + Hamburg (and even plus Stettin).

Besides, not expanding in the south-west means giving up crusades, which represent a rich source of florins, chivalry for your generals and Pope's favour.

"But... but... isn't Stockholm very rich? Isn't it worth it?"

Besides Vienna, Stockholm is the richest settlement from the game, once it's fully developed.
In order to do that in a decent amount of time, you need a very high chivalry general to become governor there. Do you have one? No. You know why? Because you didn't crusade the moors.
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So no, it's not worth it.
Starting from mid-game, every turn I get almost as much florins from the danes as if I had Stockholm. And Stockholm doesn't guard my eastern flank, but would represent a big target on my eastern flank.

Crusading in the middle-east as England? Not a viable option, anyone who doesn't see that should quit playin' strategy games.
(And no, I'm not talkin' 'bout the situation when you need only Jerusalem in order to win the campaign)

But wait, there's more!
:D

Where are you gonna send your priests to raise their piety?
Oh, in muslim lands. Where are the closest muslim lands? That's right, exactly there, the moorish lands, meaning sending priests represent a hostile act that can provoke war.
So, you'll have a war with the moors anyway (just as well as with the portuguese, who'll want Dublin or Caernavron later in the game. Oh and btw, the spaniards kinda crave for Rennes or Bordeaux also).

And where are you gonna send your merchants? Well, bein' in the west, the big bucks are made in Timbuktu and Arguin.

What's faster and more productive, sending them from London or from Marrakesh?
Yeeeeah, I thought so.

As a final conclusion, no, not north-east, but south and south-west.

Ofc, it doesn’t mean that you shouldn’t conquer the whole central Europe (Breslau, Prague and Vienna included) plus northern Italy, you obviously should do it, just prioritize the expansion towards northern Africa.


To get into even more details regarding the first turns, read below what I did in a couple of test-campaigns I played:

Spoiler:
Started the game, followed the plan. Queued roads and ports in those 3 initial settlements.
Plus mines in London (second after Dirt Roads). Plus Small Chapels, but I went into debt so I didn't actually manage to build any. Princess in boat, sent to Hamburg. From Nottingham queued one unit of Mailed Knights and one of light cavalry. Sent all army from London (except one unit of Spear Militia) and everything from Nottingham to Rufus (who didn't advance north yet, I left him stationary to get all the troops). Queued a diplomat in London. Sent the available one to Rome. Withdrew that army outside Caen into the castle. Sent the spy to the north to see wtf the scots were doin' and the cardinal to the west to locate Caernarvon. The merchant started his looong way towards the rich gold mines from Timbuktu. It’ll take forever, but gettin’ around 250 florins each turn makes this effort worthwhile.

Turn 2
Got lucky, Council of Nobles gave me a mission to conquer York, the reward bein' the best units available. I saw York isn't heavily defended, so I took the decision to attack it.
The french princess arrived to Caen, time for Rufus to put an end to his bachelor days and for my faction to forge a (temporary) marriage alliance with France.
Also offered to buy Angers, the french agreed but only for a significant tribute (1100 florins over... I forgot if it was 2 or 3 turns. Doesn't matter, I did it anyway).

Queued another diplomat in London.

The general from Caen with all the army (minus one unit of speamen) started to march towards Rennes. Reinforced him with 2 units of peasants from Angers.

Turn 3
I signed the alliance with the danes (first I got the normal one, then I married my princess to their heir).

I took York losing around 100 men, but 70 of them were peasants. I used that unit of peasants plus a unit of Town Militia as meat-shield, to pin the rebel archers while my light cavalry and Rufus attacked them from behind, from two different sides. Put the archers to shoot, targeting their spearmen.

I received 4 units of Mailed Knights in Nottingham (at the end of turn 2 I changed the capital from London to Nottingham, knowing the units I’ll get as reward for completing the mission will appear at the capital. After the mission was completed, I changed it back) which I sent to join Rufus’ army.
My spy was near Edinburgh, revealing all scottish moves. Didn't put him to spy anyone, as he was going to get killed.

By now I knew that starting from the next turn it’s possible to be in debt, so I queued another diplomat in London, to make sure it'll be created.

Next turns
Once the Mailed Knights arrived to Rufus, I left the peasants in York and continued to march north with almost a full stack. Couldn't wish for more, was overkill anyway.
Even if you get 2.500 florins as a reward for that mission instead of 4 units you’re more than fine.

The scots were makin' weird moves, instead of massing all forces around Edinburgh as I remember they used to do in a very good defensive manoeuvre to protect their only settlement, they put one army in a boat, shippin' them to nowhere (for a moment I was afraid they'll gonna debark near Nottingham and take my undefended castle, but fortunately they weren't that smart) and left the second one far enough from Edinburgh so they couldn't reinforce the garrison of the town.

Right before crossing the border and starting the assault, Rufus recruited mercenaries, unfortunately there weren't many, one unit of crossbowmen and 2 units of Welsh Spearmen.

Started to siege it (he was capable of building 3 rams, 1 ladder and 1 tower in one single turn, so no need to delay the assault) in turn 5 and conquer it in turn 6, therefore eliminating Scotland (if you hurry, you can start the siege in turn 4 and conquer it in turn 5, np).

Side Note: If you get really lucky with the RNG, you can infiltrate the spy (50% chances) and he’ll open the gates (24% chances) so in theory you can speed Rufus’ march north and conquer Edinburgh in turn 4.

But in practice things are not so easy, I never managed to do it, I infiltrated the spy but he couldn’t open the gates.

Anyway, back to the story, maybe the scots were acting so stupid because I trick 'em.
The AI shamelessly cheats, they see not only every move you make but also every intention your armies have, so when I left York marching north with Rufus, I didn't target Edinburgh.
No, the terminus point was right at the border, inside my territory.
Arrived there, didn't put him march any farther (no red-blue-yellow lines for the next turn), pressed end turn, and only after that I targeted that settlement and started the siege.

It's a good advice to always do that, don't let your enemies see your real intentions, pretend you're just cruising around.

Took Rennes and started to plan the siege of Bordeaux.

On his way to Rome, my diplomat encountered a venetian one, so I got my 3rd alliance.
When he reached Rome in turn 8, my Papal favor was at 4 crosses, the lowest from all the catholics, but exchanging Map Information (which was regarded as Generous), offering a Trade Agreement and an Alliance (also seen as Generous) raised those crosses to 7.
Didn't ask anything in return, just wanted to make sure I improve the relations enough to keep it rollin'.
(Oh btw, I offered all those things one at a time, not all at once, not in a single diplomatic deal. First map exchange, accepted. Then trade, accepted. Then Alliance, accepted. Therefore, the relations improved step by step)

The other two diplomats were on their ways to Hamburg and Budapest. Kept pumpin’ diplomats and sent them everywhere (prioritizing Venice, the Turks, Russia and one to the south, for the Portugal-Spain-Moors trio). A neverending bunch of diplomats, spreading all over the medieval world.

At this point, you have a solid base you can build on, so stick to the plan and act accordingly.


Regarding the Pope and England:

The Pope is a nuisance, he desperately tries to prevent you from winning (which is annoying as Hell), but there are ways to tackle that.

In my campaigns I was able to ally with the Papal States around turn 8 without gettin' any warnings before that. And without building churches or creating priests (as I had much better things to do with my initial finances in the first turns).

When my diplomat reached Rome obviously the Pope resented me for destroying Scotland, but when I started to propose generous diplomatic deals, he saw things in a different light.

He saw that I was allied with France (a close neighbor), Denmark (a distant neighbor) and Venice (a distant faction), all catholics; the Map Information exchange was regarded Generous because my kingdom started to expand (I had London, Nottingham, York, Edinburgh, Caen, Angers and Rennes) and what I was offering him was valuable information; the trade agreement represented a step further; the alliance proposal was also Generous, as I was the biggest power from the north-western part of the map.

So, the Pope decided that what happened to the scots was just a strong man exercising his power, not a warmonger that wanted to create trouble within the catholic world.

Once the alliance created (and my crosses up to 7), it was just a matter of time and technique until I started to cash-milk him and eventually reached full crosses;

Ofc he started to dislike me more and more when I kept conquering french settlements after they betrayed me, but at that point it was too late as he was just an old fartknocker running out of time on this world.

Bein' able to pull the strings in the College of Cardinals, I made sure all the following Popes consider me an inspiration to the whole Christendom, so, as I said before, I tackled this annoying problem.

Spies inside Rome and good assassins nearby are makin' sure that the alliance between England and the Papal States will remain forever strong.
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